Tuesday, August 11, 2015

Crazy Eddie's Discount Magic Items (Buy-able Items for a High Magic Setting)

While working on next year's Ashen Grey campaign I had hit a bit of a road block.  You see it's already been decided that Ashen Grey is a high magic setting, but I don't want the players to get bored with the more fantastical items out there.  In my play test games I've just upped the likelihood of magic items appearing in monster hoards and included Crazy Eddie (A magical wandering merchant that has a chance of having just about anything for sale).  While it's been fun it has also left me with a level 10 party with more magic than they know what to do with and at this point them receiving items they will probably never use.  I needed a fix.



High magic is a tricky thing as the more common you make magic the less special it is.  The solution I've found it to make simple magical items common.  Stuff similar to dust-busters, radios, toilet-bowl cleaner is for us.  You might not think any of that is "magic" but if you were to take any of those things to Medieval Europe you sure as hell would be a witch.  The most fun part about this is realizing this just means I rune a "modern" game where tech is magic based instead of circuit based. I just needed to come up with some items that did simple magical tasks that weren't game breaking.  Luckily fifth edition already had a tone of those with cantrips so using those as my template I was able to whip up about fifteen magic items that can fall into any game without throwing things out of whack.  The best part is since most of them are just flavor they can fit into any system, but for my savage worlds fans out there I did add in the saves you would use for the items that need them.

Crazy Eddie's Gadgets and Gizmos
Unless stated in the item’s description all items roll a flat d20 without bonuses for their concentration checks when hit. If you roll below a 10 the item malfunctions and shuts off until reactivated.
                                     
Dancing Lanterns (Concentration): 500GP
As an action you can light these four small lanterns to cause them to hover in midair shedding 10ft of dim light each.  As a bonus action you can move the lights up to 60ft from their current location as long as they remain within 120ft of their wielder and also be within 20ft of another lantern.  If any of the lanterns drifts out of ranges they lose their light and fall to the ground until lit again. Note: Each lantern has it’s own concentration check if hit by an attack.

Perfume of Friends: 100GP
As an action you can apply this perfume granting you the effects of the Friends cantrip for the next person you speak to.  The effect is identical to the cantrip "freinds" except it does not require concentration( For SW this grants +2 Charisma for 1minute, but after the subject knows they were being magically influenced).  Additionally if applied the wearer has one hour to use the perfumes effects or they are lost.  A bottle has 10 uses. 


Gnomish Crank Light: 50GP
As an action you can crank the handle on this item to charge it for one hour.  While charged the item sheds bright light in a 30ft cone and dim light for another 30ft.  A lantern variant also exists illuminating 20ft of bright light in all directions with an additional 20ft of dim light as well as versions that emit different colored light. 

Gnomish Claw Bot: 500GP
This small gnomish automaton is essentially a brass hands with a propeller at the wrist pared with a small control box.  This item functions the same as mage hand with the exception of the hand being visible.

Alchemical Mender’s Torch: 500GP
This small welding torch has the ability to repair small breaks and tears in any object as long as the damaged area is no larger than 1ft in any dimension leaving no trace of the former damage.  This Item uses an Alchemical Pack with grants 10 uses.

Alchemical Pack: 100gp
This set of jars and vials can be used to replenish the charges of any item that requires an alchemical pack.
Wireless Communicator Set: 500GP
This set of two small communicators each rest snuggly into a wearer’s ear.  When both pieces are worn the wearer of one may spend a bonus action to whisper a message up to 120ft to the wearer of the other which will be heard perfectly.  Spotting a wireless communicator in a character’s ear requires a DC17 Perception (Notice -2 for SW) check if the ear is visible.

Phantasmal Projector (Concentration): 500GP
As an action you can set this small box to project an illusory image within 30ft of it for 1 minute. While projecting an image the box cannot be moved.  If a creature uses its action to examine the image the creature can determine it is an illusion with a successful Intelligence (Investigation) check DC10 (Investigation +2 for SW). A device that can also produce sound is available for 5,000GP

Portable Flame Modulator: 50GP
As an action you can instantly light or snuff out a candle, torch, or small campfire within 10ft of you.

Can-O-Clean: 100GP
As an action you can spray the contents of this can on up to 1 cubic foot of material instantly cleaning it.  This can comes in two varieties, a limited use can that contains 10 uses. A replenishing can with unlimited uses can be bought for 500GP.

The Instant Chief: 500GP
The 1ft cube instantly warms and flavors any nonliving material you put in it for the next hour. 

Targeting Monocle: 500GP
As an action you can use the monocle to gain insights into the defenses of a target within 30ft of you granting you advantage on your next attack roll. (For SW this item allows a player to take the aim action and move in the same round)
Flaming Palm: Varies
This brass gauntlet houses alchemical ingredients, allowing it to shoot a jet of flames 60ft long against a single target who must make a Dexterity (Agility)save to avoid the damage. There are varying quality versions this device each dealing different damage with different levels of accuracy. Each Gauntlet can hold a single alchemical pack which grants 10 uses before needing replaced.
-Simple:
DC10 (SW +2) deals 1d8Fire Damage 100GP
-Standard: DC12 (SW flat check) deals 2d8 Fire Damage 500GP
-Advanced: DC14 (SW -1) deals 3d8 Fire Damage 5,000GP
-Masterwork: DC17 (SW-2) deals 4d8 Fire Damage 50,000GP

Freezing Palm: Varies
This silver gauntlet houses alchemical ingredients, allowing it to shoot a jet of cold 60ft long against a single target who must make a Constitution (Vigor)save to avoid the damage. There are varying quality versions this device each dealing different damage with different levels of accuracy. Each Gauntlet can hold a single alchemical pack which grants 10 uses before needing replaced.
-Simple: DC10 (SW +2) deals 1d6 Cold Damage and Disadvantage on the targets next weapon attack. 100GP
-Standard: DC12 (SW flat) deals 2d6 Cold Damage and Disadvantage on the targets next weapon attack. 500GP
-Advanced: DC14 (SW-1) deals 3d6 Cold Damage and Disadvantage on the targets next weapon attack. 5,000GP
-Masterwork: DC17 (SW-2) deals 4d6 Cold Damage and Disadvantage on the targets next weapon attack. 50,000GP

Shock Glove: 500GP
This Martial Finesse Weapon deals a flat 2d8 Lightning damage on a successful touch attack. While the weapon does not add its wielder’s ability score modifier to damage the target does need to make a Constitution save DC12 (Vigor check) or suffer a point of Fatigue in addition to the damage.  If the weapon scores a critical hit this save is made at disadvantage. Each Glove can hold a single alchemical pack which grants 10 uses before needing replaced.


Instant Bonfire (Concentration): 5,000GP
With an action this small bronze box unfolds into a 5ft wide bonfire.  Any creature that is in the space of the bonfire when it is activate or enter the space while it is burning must make a DC10 Dexterity (Agility +2) save or take 2d8 fire damage.  The bonfire burns for one hour until it collapses itself needing another hour to recharge before being used again. 


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